using UnityEditor.Graphing; using System.Linq; using System.Collections; using System; namespace UnityEditor.ShaderGraph { /* public abstract class FunctionNInNOut : AbstractMaterialNode, IGeneratesBodyCode { public FunctionNInNOut() { name = "FunctionNInNOut"; UpdateNodeAfterDeserialization(); } public override void UpdateNodeAfterDeserialization() { base.UpdateNodeAfterDeserialization(); foreach (var slot in GetSlots()) { slot.showValue = true; } } public int AddSlot(string displayName, string nameInShader, SlotType slotType, SlotValueType valueType, Vector4 defaultValue) { int nextSlotId; if (slotType == SlotType.Output) nextSlotId = -( GetOutputSlots().Count() + 1 ); else nextSlotId = GetInputSlots().Count() + 1; bool useDefaultValue = (valueType != SlotValueType.Texture2D && valueType != SlotValueType.Sampler2D); AddSlot(new MaterialSlot(nextSlotId, displayName, nameInShader, slotType, valueType, defaultValue, useDefaultValue)); return nextSlotId; } public void RemoveOutputSlot() { var lastSlotId = -GetOutputSlots().Count(); RemoveSlotById(lastSlotId); } public void RemoveInputSlot() { var lastSlotId = GetInputSlots().Count(); RemoveSlotById(lastSlotId); } private void RemoveSlotById(int slotID) { if (slotID == 0) return; RemoveSlot(slotID); } public string GetSlotTypeName(int slotId) { return ConvertConcreteSlotValueTypeToString(FindSlot(slotId).concreteValueType); } public ConcreteSlotValueType GetSlotValueType(int slotId) { return FindSlot(slotId).concreteValueType; } protected string GetShaderOutputName(int slotId) { return FindSlot(slotId).shaderOutputName; } // Must override this protected abstract string GetFunctionName(); private string GetFunctionParameters() { string param = ""; int remainingParams = GetSlots().Count(); foreach (ISlot inSlot in GetSlots()) { if (inSlot.isOutputSlot) param += "out "; if (FindSlot(inSlot.id).concreteValueType != ConcreteSlotValueType.Texture2D && FindSlot(inSlot.id).concreteValueType != ConcreteSlotValueType.SamplerState && FindSlot(inSlot.id).concreteValueType != ConcreteSlotValueType.Sampler2D ) param += precision; param += GetSlotTypeName(inSlot.id) + " "; param += GetShaderOutputName(inSlot.id); if (remainingParams > 1) param += ", "; --remainingParams; } return param; } private string GetFunctionCallParameters(GenerationMode generationMode) { string param = ""; int remainingParams = GetSlots().Count(); foreach (ISlot inSlot in GetSlots()) { if (FindSlot(inSlot.id).concreteValueType == ConcreteSlotValueType.SamplerState) param += GetSamplerInput(inSlot.id); else param += GetSlotValue(inSlot.id, generationMode); if (remainingParams > 1) param += ", "; --remainingParams; } return param; } protected string GetFunctionPrototype() { return "inline " + "void" + " " + GetFunctionName() + " (" + GetFunctionParameters() + ")"; } protected virtual string GetFunctionCall(GenerationMode generationMode) { string prefix = ""; string sufix = ""; foreach (ISlot slot in GetInputSlots()) { if (GetSlotValueType(slot.id) == ConcreteSlotValueType.Texture2D || GetSlotValueType(slot.id) == ConcreteSlotValueType.SamplerState) { prefix = "#ifdef UNITY_COMPILER_HLSL \n"; sufix = "\n #endif"; } } return prefix + GetFunctionName() + " (" + GetFunctionCallParameters(generationMode) + ");" + sufix; } private string GetOutputDeclaration() { string outDeclaration = ""; foreach (MaterialSlot outSlot in GetOutputSlots()) { outDeclaration += "\n " + precision + GetSlotTypeName(outSlot.id) + " " + GetVariableNameForSlot(outSlot.id) + ";\n"; } return outDeclaration; } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetOutputDeclaration(), false); outputString.AddShaderChunk(GetFunctionCall(generationMode), false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } public string GetSamplerInput(int slotID) { //default sampler if no input is provided var samplerName = "my_linear_repeat_sampler"; //Sampler input slot var samplerSlot = FindInputSlot(slotID); if (samplerSlot != null) { var edgesSampler = owner.GetEdges(samplerSlot.slotReference).ToList(); if (edgesSampler.Count > 0) { var edge = edgesSampler[0]; var fromNode = owner.GetNodeFromGuid(edge.outputSlot.nodeGuid); samplerName = ShaderGenerator.AdaptNodeOutput(fromNode, edge.outputSlot.slotId, ConcreteSlotValueType.SamplerState, true); } } return samplerName; } }*/ }